Video Games and its Cultural Implications
Introduction
The advent of new technological innovation in recent years resulted in the introduction of video games which is now considered as an integral part of our life. Video games are almost everywhere, and they serve, not only as a means of entertainment us, but also as a form of socialization, skills training and to experience real-world events through simulations. Accordingly, there are myriad of responses towards the popularity of video games, and this is especially so with the linkage of this form of entertainment to violence and aggression, many examples of which represent extreme and realistic violence (Griffiths, 203). In many instances, people, especially parents question the ethical, cultural and moral implications of video game immersions. This paper aims to explore the cultural significance of video games, particularly the cultural aspects that explain why many people are drawn to violent video games.
It is of no doubt that exposure to violent video games have a negative impact on the behavioral development. The question, however, is for the reason why people tend to be addicted to playing video games. What increases the attraction of gamers to play violent video games? Research revealed that children who were exposed to violent shows on television tend to demonstrate a violent behavior. Accordingly, scholars pointed out that television and video games have many things in common, such as the a) entertainment value, b) violent content, and c) various physical features (Griffiths, 204). The allure of violent video games is attributed to the simulated participation of gamers in the action. For example, in order to win a violent video game, the player must identify and elect to employ a violent strategy, such that the repeated election of repeated violence “result in a continuous cycle of reward” (Funk et al, 24).
a. Mood-management Theory
Other than the entertainment value of video games, people are drawn to it because it allows them to participate in an action without having to worry about possible consequences. It was found that attraction to video games is attributed to it being a unique way to act out an aggressive behavior such as instigating an assault against an enemy. Consequently, the reason why people wanted to act out an aggressive behavior by playing video games is because of the expected cathartic effect of doing so. Research indicated angry people resort to playing violent video games to purge their angry emotions (Whitaker et al, 508). An individual’s existing and anticipated state of emotions plays an important role in his or her choice to engage in violent video games.
As explained by the mood-management theory, there are many instances where people turn to forms of media entertainment as a means to adjust their moods. Studies conveyed that video game served as a powerful, interactive way to ease frustrations, thus, users actively select it for mood management. Therefore, the culture of deliberately choosing to play violent games can be explained by the fact that it is a form of aggressive-impulse management for negative emotions and frustrations. Studies suggest that “depressed adolescents seek out media which is exciting including media with violent content and that such media may improve depressed mood (Ferguson & Rueda, 100). The need to curb negative emotions such as depression and anger explain why some young people chose a long exposure to violent games. As explained through the mood management theory, violent games possess features that offer an opportunity for an individual to come into terms with his “feelings of disappointment, loss of power and control, and helplessness” (Ferguson & Rueda, 100). The process is made possible by presenting circumstances where an individual can essentially impose control and power, while accomplishing perceptible and instant ends in the simulated world. While both the violent and nonviolent video games can serve the same purpose in setting a better mood, the opportunity to assert power and dominance through violent games is likely a better way to cope with frustrations and aggressive emotional states.
b. Frustration-Aggression Theory
As noted in several research, people generally avoid being involved in anti-social behavior such as engaging in fights and cheating for that matter. The punishment linked to being caught in the act of engaging in unethical behavior leads self-regulation. However, studies showed that feelings of frustration arise due to the inability of an individual to act out a disreputable act. According to the frustration-aggression theory, frustration generally occurs when a desired goal is blocked; and an extension of this theory expressed that “the prevention of taboo behaviors produces frustration” (Whitaker, 511). This theory explains why people tend to be attracted in playing violent games, as engaging in simulated violence through video games offers the opportunity to manage unpleasant emotions.
The Enjoyment of Playing Games
Other than the theories that explain why people are drawn to playing video games, the sheer joy of interacting and competing while at play appear to cause video game addiction. In a research conducted by Communication Reserchers and Media Psychologist, it was found that the interactivity of the game explains the huge following of this form of entertainment (Vorderer & Hartmann, 1). Further, a distinct feature of violent video games is intensity of interaction with the ‘enemy’ appears to fascinate and immerse gamers into it. For example, a player in a video fighting game often finds it entertaining to be given possibilities to act, and to resolve a certain situation according to available possibilities. The process tests the gamer’s ability to critically think, and a feeling of satisfaction always arises from being able to correctly assess and configure a critical situation. Playing video games provides an opportunity for critical thinking application, less the possible consequence of choosing a wrong move.
Moreover, playing violent games offers a chance for a player to explore his competitive side. There are components of a video game that allows an individual to take what he perceive as an effective and needed action. The result is that either the gamer will be successful or the enemies will be able to eliminate his character. The key, however, is that the result will have an impact on the player’s emotion; that is, a successful gaming experience will cause a positive impact which breeds “a euphoric experience of enjoyment and leads to an increase of the motivation to continue playing”(Vorderer & Hartmann, 2). On the other hand, a dissatisfactory gaming result often leads to adverse feelings, but in the same way, elicit a stronger motive to continue with the game.
Violent Games and a Gun-infested Culture
An observation of violence-ridden video games reveals that most of the games involved the use of guns. For example, a brutal video game play showed the characters in their cars, fully equipped with guns for battle. The implication in our society is that it reflects the tendency and acceptability for people to carry guns with them. The survival value and popularity of violent video games reflects how some societies have come to accept it as a part of their daily life. It is unimaginable a young boy lost in the violent game, because he is enjoying the simulated situation where he can act out the hidden emotion within. As suggested, “violence provides thrills that we’re hard-wired to enjoy, and video games offer an immersive experience that we’re hard-wired to crave” (qtd in Syverson, 171). In acting out their craving to hold guns, the gamers tend to feed their motivation and instincts by playing gun-equipped characters. This will also make them feel in total control and competent, by being able to play the hero.
It is worth to take into consideration why non-violent video games are not as popular as the violent ones. Interviews revealed that programmers add violence in video games, as a means to make it better and to add conflict in the story. It was pointed out that violence must be added in order to add conflict in the narrative, and that players patronize them because playing and interacting with other players it meet their emotional needs. This explains the result of a survey where it was found that violent games such as those that involved shooter games and fighting are the top ranking sellers in the entertainment world. The unprecedented popularity of video games can be attributed to it being a fulfilling activity for some people.
Playing video games also serve as a reflection of how people deal with real life. In most cultures, there is a need for people to have their own strategy in order to come up victorious despite the struggles. In video games, a successful player tends to have critically assess his situation, including his resources. In the same way, a man in real life must apply critical thinking and skills to tough it out.
In some way, the interaction offered by playing violent video games compensate for the time that children were not able to spend with their parents. It is an indication of how people, especially the adults, have become too busy with their work life, that their children ended up seeking the enjoyment derived from playing video games. Video games today are designed in a way that people can play and compete with each other, and that there are always components that are designed to meet everyone demands. Some people claimed that playing with other people through video games equates to working towards satisfying one’s belonging needs.
The long hours that people spend playing video games indicates the cultural changes that is taking place in our society. The popularity of video games show how much has changed in family, friend and community relationships. People no longer spend enough time with their family, instead, they seek enjoyment and satisfaction in playing with people that are not even known to them. As noted, engagement in video games is one among the factors that changed how family members communicate, more so, in its effect in lessening the time people spent in pursuing more relevant goals. We are now living in a society where the much appreciated cultural value has deteriorated as can be exemplified by the violent video games that is now very popular to both young and old.
Violent Video Games as Military Training Materials
Gone are the days when video games are designed for people who wanted to spend their time playing simulated games. Currently, video gaming is no longer appreciated for its entertainment value, but is now used as a platform for a myriad of other purposes. Specifically, video games were recently tapped to be used as a training program for the military. For example, software developers and programmers came up with the ‘America’s Army’, which is an online PC game designed to offer a simulated battle to be played by soldiers to help them become better prepared for war (Hugos, 74). The impact of ‘America’s Army’ in the has a considerable impact on the way violent video gaming is viewed around the world. This popular culture serves to showcase the technologically advanced military tactics, the military’s team orientation and the values that define the army.
Conclusion
The technological advancement in the past few decades called for the development and growth of video gaming, which is now an integral part of almost every society. Consequently, the violent video games become popular among gamers and there are several theories that explain why this is so. Scholars claimed that people engage in playing violent video games as a form of mood management, still there are those who suggested that it served to provide sheer enjoyment to players. In addition to that, the changing culture also called for the adoption of video games, as exemplified by how the military are trained using violent video games.
Works Cited
Ferguson, Christopher, and Stephanie Rueda. "The Hitman Study: Violent Video Game Exposure Effects on Aggressive Behavior, Hostile Feelings, and Depression." European Psychologist 15.2 (2010): 99-108. Web. <http://www.christopherjferguson.com/hitman.pdf>.
Funk, Jeanne, Heidi Baldacci, Tracie Pasold, and Jennifer Baumgardner. "Violence Exposure in Real-Life, Video Games, Television, Movies, and the Internet: Is there Desensitization?"Journal of Adolescence 27 (2004): 23-39. Web. <http://videogames.procon.org/sourcefiles/Empathy.pdf>.
Griffiths, Mark. "Violent Video Games and Aggression: A Review of the Literature." Agression and Violent Behavior 4.2 (1999): 203-212. Web. <cw.metu.edu.tr/pluginfile.php/2352/mod_resource/content/1/Griffiths_LitReview.pdf>.
Hugos, Michael (2012). Enterprise Games: Using Game Mechanics to Build a Better Business. O’reilly Media, Inc.
Presnky, Marc. "The Emerging Online Life of the Digital Native: What they do Differently Because of Technology and How They Do It." The Emerging Onlien Life of the Digital Native (2004): n. pag. Web. <http://www.marcprensky.com/writing/Prensky-The_Emerging_Online_Life_of_the_Digital_Native-03.pdf>.
Syverson, Peg. The Paradox of Peace and Power. Lulu.com, 2014. Print.
Works Cited
Vorderer, Peter, and Tilo Hartmann. "Explaining the Enjoyment of Playing Video Games: The Role of Competition." Department of Journalism and Communication Research (n.d.): n. pag. Web.
Whitaker, Jodi, Andre Melzer, Georges Steffgen, and Brad Bushman. "The Allure of the Forbidden." Psychological Science, 24.4 (2013): 507-513. Web. <https://www.researchgate.net/publication/235756670_The_Allure_of_the_Forbidden>.